Participation problem

Two things can be done to remedy this situation.

1. Put the focus on one of the other players for a time - dealing with issues related to backstory, character ambitions.....whatever. That will move the focus off of Cyree for a bit while the other character(s) has the spotlight. As issues start to resolve, the focus can shift from character to character. Then everyone feels empowered and develops a sense of worth and belong in that campaign world.

2. Paradigm shift - Part of the problem is that Cyree's player has more of a sense of belonging and attachment to the game world and therefore, possess superior game knowledge ; since the other two players appear to be relative newcomers. It is hard for the newcomers to find their feet in a campaign when the long term players seem to dominate because of familarity.

So, a paradigm shift is in order. Take the campaign to a unfamilar place in the game world or to another world or plane of existence. With the campaign having a theme of awakening gods, the latter makes perfect sense for a possible campaign direction. The saying is - 'once the paradigm shifts, everyone is back to square one'. Which means, the situation and surroundings are strange to everyone - which negates the inherent advantage that players who have detailed knowledge of the campaign setting possess over those who are newer to the setting. In a paradigm shift, for the most part, the playing field is level for everyone.

Several ideas to ponder....
 
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Crothian,

There is not a whole lot you can do. I mean the situation you are in is hardly a disaster. I run a supers game that has just about the same problem - one person taking a huge interest, a couple taking some interest and a couple kind of just showing up. However, everyone has a great time. A couple would like to be more involved and the 'spotlight player' hardly shoves them aside (though he will if they stall too long).

So what to do? Well, what I did was decided that some of them were happy doing exactly what they were doing - showing up, eating chips, rolling dice and contributing ideas when asked. This is what they wanted. However, for the ones which were a little more hungry for attention - I decided to change focus every once in awhile and have part of the story focus on them, have them be the ones the damsel comes to, or have them the one who knows someone who has been kidnapped, etc. This has had a pretty positive effect, really.

For some of the players, they just want the chance to be the person that the story is about for a few weeks, letting the spotlight guy go back to his normal routine once a few weeks have passed.

I see this as kind of a good thing, in a way. Whereas it is VERY flattering to have your players take so much attention and love to the game that you run, just be glad that EVERYONE does not want to spotlight or you could have serious problems.
 

Without the understanding of the plot surounding the various characters its hard to give specific advice for this case. I still think it'd be good to get direct feedback before and after the session. A good bit of other good advice has already been said, so I'll only add that perhaps you can take elements from 'Cyree's' plot threads and tie them to another character. Maybe having consequences of her actions spilling over onto the other characters and making things personal in a way. Perhaps some villian in an effort to strike back at her, and her companions attacks one of their friends or relatives. Maybe, if thats not appropriate attacking them directly and taking something personal from them, or kidnapping one of them... even yet still depending on the good/heroic nature of the party perhaps even harming innocents in their presence or doing something that would apal them morally. Just some thoughts.
 

LrdApoc said:
I understand that and have come to accept that really what has happened is that Mark and I were added into Crothian's single player game with Cyree's player.

I think I might last about three whole sessions in this situation. At that point I'd be bloody tired of being a spectator or henchman.

I'd also be quite upset to find that several years have passed at one swipe simply because that one player's plotline required it. I would be asking why this long break couldn't be used to engage other PC's plotlines until we got to the point where hers re-engaged. Saying "two years have passed" or somesuch and then going on to her plots would be a very clear way of telling me that my PC meant nothing. At that point, I would probably bow out of the game, saying "Since nothing is happening on Chimera's front, he'll retire to X and do (whatever)."

Crothian, you missed a perfect opportunity to set aside Cyree's domination of the game and give the other two players a chance to shine. It appears that LrdApoc did give you potential plot hooks for his character, but that you didn't use them.
 

Chimera said:
I'd also be quite upset to find that several years have passed at one swipe simply because that one player's plotline required it. I would be asking why this long break couldn't be used to engage other PC's plotlines until we got to the point where hers re-engaged. Saying "two years have passed" or somesuch and then going on to her plots would be a very clear way of telling me that my PC meant nothing.

The passage of time was not because certain plots required it. THe passage of time was solely because we took the summer off and I felt it would be better to also have time off in the campaign. The other PCs don't mean nothing. There were a few plots of all characters that I choose to wrap up out of game because of the problems with the focus on the game. By wrapping up potential problems we can then focus more plots for everyone.

We haven't hit the spot were time has passed, I've just been preparing for it. Two of the characters are ageless and I also wanted to have passage of time for that to actually have an effect.

We wrapped things up a bit when we ended in late spring. So, this is going to be like the second book with these characters.
 

To refute the lack of involvment idea let me put this forward from message board posts before the game started Written in August 2003:

Okay.. Working with Crothian here to develop the background for my new character in his campaign.

My thought is this.. yes he is indeed Royalty, however that is not his motivation. Rock sees the halflings as a sundered race who squandered the paradise they lived in. His whole life he has been chided for being a halfling, and the manorisms of the few surviving halflings tend to lend people the impression that halflings are foolish and irresponsible. Rock however is neither of these things. He lived a rough life in Caladonian society, and while his nobility is in his blood, his true strength is his character.

Rock wanted to become a great champion, but at an early age noticed that he had some abilities no one had seen demonstrated by a halfling since before the flight from paradise. Rock was the 2nd son, but the appearance of his magical abilities and his focus with his sword has earned him a reputation. The more serious minded in the society recognize the reemergence of the mageblade skill as a sign that they have been forgiven for the destruction, and that Rock or his descendent will be the person to lead them home.

Rock however does not care for the messianic outlook and instead is focussed on changing the worlds, most importantly the Caladonian view on the halflings. They are often overlooked but he stands to ensure that they earn the same respect the other races have. If he can eventually contribute to the resurrection of a coherent Halfling society in thier ancient homeland then he will go to the afterlife fulfilled


Crothian wrote:
Halflings are overlooked, because they live far away and few people knew about them until the halflings lands were destroyed.

Now, you have a few choices of were you are. You could be in Calador talking to the World Council (think less powerful UN). Or you could be down in Montinelle as that's were the Wizard school is. Granted, they can't actually teach you much as your magic is more sorcerer like, but they can help you understand to more detail what happened to the Halfling lands as well as understand your own magical power.


It sounds like Montinelle is the place for me:) Though discussing the plight of the scattered Halfling refugees with the World Council might not be a bad start either.

I see Rock as a crusader in personality if not in career. He will easily Champion the cause of the downtrodden or oppressed. I am not going to play him as a snarky smart ass.. since that's too close to stereotype for a halfling. I'm thinking he will be more my idea of a Halfling Champion. Though right now his skill in inimidation outweighs his skill in negotiation.

That works well for me. Here's the 20 questions:)

What is your character's name? Rock Glowingsword

What race is your character? Halfling Nobility

What does your character look like? Does he or she have any distinguishing marks or features? Rock is a stout and steadfast Halfling. he wears his hair closely cropped, which is uncommon among the folk of the torpedo skull race. He bears the noble Birthmark of the high family of the original Halfling nation.

What is your character's general outlook on life? Rock is generally very serious about life. He sees the typically carefree and easy going lifestyle of his fellow halflings as a measure of coping with the great loss of their paradise home. Rock however feels that the only way to return to that home is to abandon the whemsical ways that caused the great disaster and redeem the Halflings in the eyes of the gods.

What is your character's attitude toward other people? What about other races (if applicable)? Rock is generally an affable character. He does not have any set prejudice, despite some rough experiences with humans as he grew.
Does your character have any strange personality quirks? Rock is definately overanxious to prove himself. However he also has a built in compulsion to help those unable to help themselves, and finds it hard to recognize when he is being fooled by those same people.

What does your character fear most? Rock fears failing. He sees every moment of life as a test of the racial character of the halfling race. though he realizes it, he still feels his failure will doom his people to wander Tallus forever.

What does your character like most? Rock loves hard candies. They are a secret craving for him, and the one thing in the world he loses his stoic, serious demeanor for.

Does your character have a favorite weapon or piece of equipment? Rock is bound to his Athame, a Halfling Longsword passed down through the royal line for generations until the great disaster and exodus. He was gifted the sword by his grandfater upon his acceptance into manhood. The sword itself was not magical before bound to him.

Does your character have any enemies? If so, who? Rock has made no marketable enemies so far, however there are forces in the world who know things about why the Halflings were driven from paradise, and they do not want Rock to reveal the truth or their dealings in the event. Rock himself is unaware of the existence of these people.

What are your character's personal goals? Think both short-term and long-term.
Rock seeks to better the station of Halflings in human society. he also seeks to unite the scattered folk and attempt to reclaim their ancestral homelands.

Why is your character in the position he or she is in right now? Are there specific events that helped determine your character's course in life? Rock sought to become a great champion of the Halfling race, however the emmergence of his mageblade abilities determined that path was not to be. Seeking answers, Rock journeyed to the Mage University to consult with the experts at the school of magic and aid him in harnessing his magical talents.

What caused your character to choose his or her particular profession? With the emergence of his magics, Rock was guided by his Grandfather to seek out the path of the Mageblade. There were no natural teachers to his knowledge, so Rock continued his martial training and developed his magical talents in private.

What sets your character apart from the average person? Rock is a noble Halfling, born to a possibly great destiny, he is selfless in his persuit of 'attonement' for the sins of his people, and seeks to defend those less fortunates in society.

And this dated January 16, 2004:

Okay.. so the name isn't completely accurate since Rock's not really depressed about anything.. but I was asked to post what I think he would want to do at this point in the adventure.

Finally we've reached 9th level. We've spent 7 years of Game time traveling the world and the planes on various missions and quests but there is one thing Rock has not done that he needs to.. As a crown prince he needs to reproduce.. he needs to find a wife and repopulate the royal line.

Currently we are dealing with the exodus of the Dwarves to Vermoth, the lands that the Halflings are partially occupying.. so heading there to rally the armies is the proper thing to do but after that Rock needs to fulfil his royal duty to his people and ensure the line of Glowingsword continues.

This might mean I have to leave Rock behind.. maybe it is time to place him on temporary retirement and to bring another character into the mix? I don't know.. I am enjoying Rock as a character but without encouraging you to make his life more chaotic I think he needs a break.. after all he is still dealing with the fact his death almost eliminated both his goddess and his people.. Though of utmost concern is getting his cohort home from the north in the half-elf lands, though he realizes he may have to trust that to someone else.
 

Goodness, Crothian! No lack o' stuffs ta work with, there! So the next time the PCs need inflammation (Uh, I mean information), they learn that the Mage Academy (or some Sage, who just happens to be a (Gasp!) Halfling) is the only place to get it! So off they go, to the college or Halfling lands, looking for their info.

While there, someone looking for "Prince Rock" shows up, and informs him that His Royal Hughness, Prince What's-His-name?, Rock's older brother (and heir to the throne) has been assassinated! Rock, of course, is now honor-bound to fly home and meet with his parents, console the family... and investigate the murder.

If his so-called "friends" desert him, at this point... Well, with friends like them... :p

So off they ALL (hopefully) go, either to gain, or having already gained, their information, and now to meet Prince Rock's family, and find out why his brother is dead.

Of course, along the way, Rock will meet a veritable HOST of Halfling women! The legendary "Adventuring Prince", all muscled up from YEARS of adventuring, in the company of "Big People", and being treated as an equal... (Swoon!)

Now add in Halflit social customs (especially Knowledge (Nobility & Royalty)), and Rock will be forced to act as advisor to the non-Halfling PCs...

"Now remember, you two... Halflings don't use 'You', we say 'Thou', or 'Thee', if you're addressing a group. If thee uses 'You', thee will be seen as stuffy, at best, and insulting to the Nobility and up... And if the King spits in his hand before shaking yours, it means he's making a pact, and is a great honor... So just spit in thine own, and shake his... and lose the boots!"

Etc. You can make up whatever customs you want, but the point is that Rock should be up on them, and Non-Halflings not. So he'll be the guide, in these lands.

In the end, the PCs should have the info they started out seeking, some adventures in the lands of the Halflings, more knowledge of who killed Rock's brother (and why), and possibly revenge, a wife for Rock, and some more knowledge about whoever ruined Paradise for the Halflings...

Feel free to jump in here, anytime, Rocko! :D

Now if we knew more about the agendas of "Mark the Mysterious" and "Cyree the Dominatrix", why, we could weave this plot into a Tapestry! ;)

PS: And no, thou needest not kill His Royal Highness. Some players hate that. A Near-miss attempt on his life is just as good )"Under the circumstances, we thought it best to allow the assassins to think they had succeeded!") Alternately, a young local girl could suddenly have started manifesting an Athame of her own... The only other (living) Halfling to do that is... Prince Rock!

Too bad for him, if SHE is the assassin! :p
 
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Balance is the hard part

Chimera said:
Another vote for "People will participate as much as they want to" and that you shouldn't try to correct that as long as the other players are not complaining about being overshadowed.

I did lose one player from my campaign because he felt there was no overarching campaign behind it (which is correct). However, I seem to have maintained a balance between giving the active players enough things to keep them interested, the combat jocks enough battles to keep them on thier toes and even some play-by-email to keep the guy who can't make every session up-to-date/involved.

Bigwilly
 

Just pull whatever kind of background they have and put it into the game. When they catch the hook they can play on that. as long as they don't need to be asking you things out of game then they should do well. In short put the fcus on them.
 

Speaking as a former player of Crothian's...

Crothian,

What you're describing sounds very familiar to situations that I went through. Each of the campaigns you run generally has a single character as the focus, so I find it surprising that this is the first time you have come across this. In our last campaign together, when the primary PC dropped out of the campaign, you were forced to scrap the plot and start a new one which focused on a second PC. When he was unresponsive, you shifted it to a third (me).

My suggestion is to change your style a bit. Don't go into the campaign with a primary plotline. Start off the games with a single story that may run for 6-8 adventures, one which demonstartes some of the things which you enjoy about the game. During this time, listen to the players and see what parts of the world they seem to like, and begin incorporating these into your game. If they don't seem interested in something, let it rest for a while.

Let the players dictate where the story progresses, and use that to guide your plotlines.
 

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